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Fully implement zombie pigmen

This commit is contained in:
jordan4ibanez 2021-04-21 11:50:22 -04:00
parent 964ce9ccf7
commit 6bd279255c
2 changed files with 69 additions and 0 deletions

View File

@ -3,10 +3,13 @@ local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group local minetest_get_item_group = minetest.get_item_group
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_new = vector.new local vector_new = vector.new
local vector_multiply = vector.multiply local vector_multiply = vector.multiply
local table_copy = table.copy
-- default function when mobs are blown up with TNT -- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage) local do_tnt = function(obj, damage)
@ -109,4 +112,57 @@ mobs.jump_check = function(self,dtime)
--nothing to jump over --nothing to jump over
return(0) return(0)
end
-- a helper function to quickly turn neutral passive mobs hostile
local turn_hostile = function(self,detected_mob)
--drop in variables for attacking (stops crash)
detected_mob.punch_timer = 0
--set to hostile
detected_mob.hostile = true
--hostile_cooldown timer is initialized here
detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown
--set target to the same
detected_mob.attacking = self.attacking
end
--allow hostile mobs to signal to other mobs
--to switch from neutal passive to neutral hostile
mobs.group_attack_initialization = function(self)
--get basic data
local friends_list = table_copy(self.group_attack)
local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
--get the player's name
local name = self.attacking:get_player_name()
--re-use local variable
local detected_mob
--run through mobs in viewing distance
for _,object in pairs(objects_in_area) do
if object and object:get_luaentity() then
detected_mob = object:get_luaentity()
-- only alert members of same mob or friends
if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
if detected_mob.name == self.name then
turn_hostile(self,detected_mob)
elseif type(detected_mob.group_attack) == "table" then
for _,id in pairs(self.group_attack) do
if detected_mob.name == id then
turn_hostile(self,detected_mob)
break
end
end
end
end
--THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!!
-- have owned mobs attack player threat
--if obj.owner == name and obj.owner_loyal then
-- do_attack(obj, self.object)
--end
end
end
end end

View File

@ -32,6 +32,7 @@ local on_rightclick_prefix = function(self, clicker)
return false return false
end end
-- I have no idea what this does
mobs.create_mob_on_rightclick = function(on_rightclick) mobs.create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker) return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker) local stop = on_rightclick_prefix(self, clicker)
@ -41,13 +42,25 @@ mobs.create_mob_on_rightclick = function(on_rightclick)
end end
end end
-- deal damage and effects when mob punched -- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--neutral passive mobs switch to neutral hostile
if self.neutral then if self.neutral then
--drop in variables for attacking (stops crash)
self.attacking = hitter
self.punch_timer = 0
self.hostile = true self.hostile = true
--hostile_cooldown timer is initialized here --hostile_cooldown timer is initialized here
self.hostile_cooldown_timer = self.hostile_cooldown self.hostile_cooldown_timer = self.hostile_cooldown
--initialize the group attack (check for other mobs in area, make them neutral hostile)
if self.group_attack then
mobs.group_attack_initialization(self)
end
end end